Fishious Rend
|
Water
|
Physical
|
VIII
|
{{{PP}}}
|
{{{effects}}}
|
{{{signature}}}
|
{{{other}}}
Variations of Blizzard
5 or 10 PP, 110 Power, 70% Accuracy
|
Chance of inflicting a status condition, certain weather causes moves to not miss
|
|
*Focus Blast and Gunk Shot formerly had the same power too, but their power didn't drop in Generation VI and are therefore no longer included.
Variations of Blue Flare
5 PP, 130 Power, 85% Accuracy
|
20% chance of inflicting a non-volatile status condition
|
|
Variations of Bone Rush
10 PP, 25 Power, 90% Accuracy
|
Hits multiple times
|
|
Variations of Bouncy Bubble
15 PP, 90 Power, 100% Accuracy
|
Has a secondary effect, can only be used by Partner Eevee
|
|
Variations of Brine
10 PP, 65 Power, 100% Accuracy
|
Power doubles under certain conditions
|
|
Variations of Bug Bite
20 PP, 60 Power, 100% Accuracy
|
Eats and gains the effect of the target's held Berry
|
|
Variations of Bullet Seed
30 PP, 25 Power, 100% Accuracy
|
Hits multiple times
|
|
Variations of Catastropika
1 PP, 210 Power, 100% Accuracy
|
Signature Z-move
|
|
Variations of Circle Throw
10 PP, 60 Power, 90% Accuracy
|
-6 priority, forces target to switch out
|
|
Variations of Clamp
10 or 15 PP, 35 Power, 85% Accuracy
|
Partially traps target
|
|
Variations of Counter
20 PP, 100% Accuracy
|
-5 priority, counters the last move taken at twice the power
|
|
Variations of Cross Chop
5 PP, 100 Power, 80% Accuracy
|
High critical hit ratio
|
|
Variations of Crush Grip
5 PP, Varying Power, 100% Accuracy
|
Does more damage if the target's current HP is high
|
|
Variations of Crush Claw
10 PP, 75 Power, 95% Accuracy
|
50% chance to lower target's defense one stage
|
|
Variations of Crunch
10 or 15 PP, 80 Power, 100% Accuracy
|
Chance of lowering target's stat by one stage
|
|
* Energy Ball formerly had 80 power, but was changed to 90 power in Generation VI and is therefore no longer included in this list (it is instead in a different list of variations).
Variations of Dig
10 PP, 80 Power, 100% Accuracy
|
Two turn move; double damage from certain moves
|
|
Variations of Discharge
15 PP, 80 Power, 100% Accuracy
|
30% chance of causing a secondary effect, hits all adjacent Pokémon
|
|
Variations of Double-Edge
15 PP, 120 Power, 100% Accuracy
|
User receives recoil equal to ⅓ of the damage done to the target
|
|
Variations of Dynamic Punch
* Zap Cannon formerly had 100 power, but was changed to 120 power in Generation IV and is therefore no longer included.
Variations of Earthquake
10 PP, 100 Power, 100% Accuracy
|
High power with no drawbacks
|
|
Variations of Eruption
5 PP, varying Power, 100% Accuracy
|
Higher damage when used with high HP
|
|
Variations of False Swipe
40 PP, 40 Power, 100% Accuracy
|
Leaves target with at least 1HP
|
|
Variations of Fire Lash
15 PP, 80 Power, 100% Accuracy
|
Lowers target's stat one stage
|
|
Variations of Fire Punch
Variations of Flail
15 PP, varying Power, 100% Accuracy
|
Higher damage when used with low HP
|
|
Variations of Flamethrower
10 or 15 PP, 90 Power, 100% Accuracy
|
10% chance of inflicting a non-volatile status condition, targets one opponent
|
|
Variations of Frost Breath
10 PP, 60 Power
|
Always results in a critical hit
|
|
Variations of Frustration
20 PP, varying Power, 100% Accuracy
|
Power depends on user's friendship
|
|
Variations of Fusion Flare
5 PP, 100 Power, 100% Accuracy
|
Power doubles if hit by Fusion Flare or Fusion Bolt in the same turn
|
|
Variations of Giga Drain
10 PP, 75 Power, 100% Accuracy
|
Restores HP by half damage dealt
|
|
Variations of Gust
35 or 40 PP, 40 Power, 100% Accuracy
|
No additional effect
|
|
Variations of Gyro Ball
5 or 10 PP, varying Power, 100% Accuracy
|
Power depends on user's and target's Speed; cannot affect targets with Bulletproof
|
|
Variations of Hammer Arm
Variations of Heat Crash
10 PP, varying Power, 100% Accuracy
|
Deals more damage if user's weight is higher compared to the target
|
|
Variations of Hyper Beam
5 PP, 150 Power, 90% Accuracy
|
User must rest the turn after its use
|
|
Variations of Hyper Voice
10 PP, 90 Power, 100% Accuracy
|
Damages adjacent opponents
|
|
Variations of Icy Wind
15 PP, 55 Power, 95% Accuracy
|
Lowers target's stat one stage
|
|
Variations of Karate Chop
25 PP, 50 Power, 100% Accuracy
|
High critical hit ratio
|
|
Variations of Leaf Blade
15 PP, 90 Power, 100% Accuracy
|
High critical hit ratio
|
|
Variations of Liquidation
10 PP, 85 Power, 100% Accuracy
|
20% chance of lowering Defense one stage
|
|
Variations of Low Kick
20 PP, varying Power, 100% Accuracy
|
Greater damage on heavier target
|
|
Variations of Luster Purge
5 PP, 70 Power, 100% Accuracy
|
50% chance of additional effect occurring
|
|
Variations of Megahorn
10 PP, 120 Power, 85% Accuracy
|
No additional effect
|
|
Variations of Moongeist Beam
5 PP, 100 Power, 100% Accuracy
|
Ignores the target's Ability*; signature move
|
|
Variations of Night Shade
15 or 20 PP, 100% Accuracy
|
Damage equal to user's level
|
|
Variations of Needle Arm
10 or 15 PP, 60 Power, 100% Accuracy
|
30% chance of causing a secondary effect
|
|
Variations of Octazooka
10 PP, 65 Power, 85% Accuracy
|
May lower target's accuracy one stage
|
|
Variations of Overheat
5 PP, 130 Power, 90% Accuracy
|
Lowers user's Special Attack two stages
|
|
*Psycho Boost formerly had the same power too, but its power didn't drop in Generation VI and is therefore no longer included.
Variations of Petal Dance
10 PP, 120* Power, 100% Accuracy
|
Lasts 2-3 turns, user becomes confused
|
|
Variations of Psychic
10 PP, 90 Power, 100% Accuracy
|
10% chance of lowering Special Defense one stage
|
|
Variations of Quick Attack
30 PP, 40 Power, 100% Accuracy
|
+1 priority
|
|
Variations of Revenge
10 PP, 60 Power, 100% Accuracy
|
-4 priority, doubles in power if user was damaged
|
|
Variations of Rollout
20 PP, 30 Power, 90% Accuracy
|
Power doubles with each consecutive hit; also doubles if Defense Curl is used
|
|
Variations of Sacred Fire
5 PP, 100 Power, 95% Accuracy
|
50% chance of causing a secondary effect
|
|
Variations of Sky Attack
5 PP, 140 Power, 90% Accuracy
|
Needs to charge, 30% chance of causing a secondary effect
|
|
Variations of Slash
15 or 20 PP, 70 Power, 100% Accuracy
|
High critical hit ratio
|
|
*Leaf Blade formerly had 70 power, but was changed to 90 power in Generation IV and is therefore no longer included.
Variations of Smelling Salts
10 PP, 70 Power, 100% Accuracy
|
Double damage on target with non-volatile status, cures non-volatile status on target
|
|
Variations of Stomp
20 PP, 65 Power, 100% Accuracy
|
30% of flinching, doubles in power if target has used Minimize
|
|
Variations of Stored Power
10 PP, 20 Power, 100% Accuracy
|
Increases base power the more positive stat changes the user has built up
|
|
Variations of Strength
15 or 20 PP, 80 Power, 100% Accuracy
|
No additional effect
|
|
Variations of Superpower
5 PP, 120 Power, 100% Accuracy
|
Lowers two of the user's stats
|
|
Variations of Super Fang
10 PP, 90% Accuracy
|
Deals damage equal to half target's remaining HP
|
|
Variations of Surf
15 PP, 90 Power, 100% Accuracy
|
Hits all other Pokémon adjacent to user
|
|
Variations of Swift
20 PP, 60 Power
|
Cannot miss
|
|
Variations of Thief
25 PP, 60 Power, 100% Accuracy
|
Steals the target's held item
|
|
Variations of U-turn
20 PP, 70 Power, 100% Accuracy
|
User switches after dealing damage
|
|
Variations of Waterfall
15 or 20 PP, 80 Power, 100% Accuracy
|
Chance of causing a secondary effect, single target
|
|
List of status move variations
Terrain moves
10 PP
|
Causes a special effect for all grounded Pokémon for 5 turns
|
|
Variations of Acid Armor
15 or 20 PP
|
Increases user's stat by two stages
|
|
*Minimize formerly had 20 PP, but was changed to 10 PP in Generation VI and is therefore no longer included.
*Tail Glow formerly raised Sp. Atk by 2 stages, but was changed to +3 in Generation V and is therefore no longer included.
Variations of After You
15 PP
|
Changes move order of the target
|
|
Variations of Bulk Up
15 or 20 PP
|
Increases two of the user's stats by one stage
|
|
Variations of Camouflage
15 or 20 PP
|
Changes user's type
|
|
Variations of Charm
15 or 20 PP, 100% Accuracy
|
Lowers target's stat by two stages
|
|
Variations of Coil
20 PP
|
Raises three of user's stats by one stage
|
Move
|
Type
|
Cat.
|
Gen
|
PP
|
[[{{{effects}}}|{{{effects}}}]]
|
[[{{{signature}}}|{{{signature}}}]]
|
Affected stats
|
Coil
|
Poison
|
Status
|
V
|
{{{PP}}}
|
{{{effects}}}
|
{{{signature}}}
|
Attack, Defense, Accuracy
|
Quiver Dance
|
Bug
|
Status
|
V
|
{{{PP}}}
|
{{{effects}}}
|
{{{signature}}}
|
Special Attack, Special Defense, Speed
|
|
Variations of Confide
20 PP
|
Lowers target's stat by one stage, ignoring Protect, Detect and Spiky Shield
|
|
Variations of Conversion
30 PP
|
Changes user's type
|
|
Variations of Defense Curl
40 PP
|
Raises a stat by one stage
|
|
Variations of Destiny Bond
5 PP
|
Requires user to faint
|
Move
|
Type
|
Cat.
|
Gen
|
PP
|
[[{{{effects}}}|{{{effects}}}]]
|
[[{{{signature}}}|{{{signature}}}]]
|
Effect
|
Destiny Bond
|
Ghost
|
Status
|
II
|
{{{PP}}}
|
{{{effects}}}
|
{{{signature}}}
|
Knocks out target if target knocked out the user in the same turn
|
Grudge
|
Ghost
|
Status
|
III
|
{{{PP}}}
|
{{{effects}}}
|
{{{signature}}}
|
Brings PP of move that knocked the user out to 0
|
|
Variations of Memento
10 PP
|
Causes the user to faint without damaging the foe
|
Move
|
Type
|
Cat.
|
Gen
|
PP
|
[[{{{effects}}}|{{{effects}}}]]
|
[[{{{signature}}}|{{{signature}}}]]
|
Effect
|
Memento
|
Dark
|
Status
|
III
|
{{{PP}}}
|
{{{effects}}}
|
{{{signature}}}
|
Lowers the target's Attack and Sp. Attack by two stages
|
Healing Wish
|
Psychic
|
Status
|
IV
|
{{{PP}}}
|
{{{effects}}}
|
{{{signature}}}
|
The next Pokémon sent out will have HP and status fully healed
|
Lunar Dance
|
Psychic
|
Status
|
IV
|
{{{PP}}}
|
{{{effects}}}
|
{{{signature}}}
|
The next Pokémon sent out will have HP, PP and status fully healed
|
|
Variations of Detect
5 or 10 PP
|
+4 priority, protects user from all moves
|
|
Variations of Disable
15 or 20 PP, 100% Accuracy
|
Disables the opponent's moves or items
|
|
Variations of Flash
15 or 20 PP, 100% Accuracy
|
Decreases accuracy by one stage
|
|
Variations of Follow Me
20 PP
|
+2 priority*, forces all opponents to target the user
|
|
Variations of Foresight
40 PP, 100% Accuracy
|
Removes a type immunity and negates target's evasiveness
|
|
Variations of Forest's Curse
20 PP
|
Adds a type to the target
|
|
Variations of Guard Split
10 PP
|
Averages the target's stats with the user
|
|
Variations of Harden
30 PP
|
Raises a stat by one stage
|
|
Variations of Heal Bell
Variations of Heal Pulse
10 PP
|
Heals target by 1/2 of its max HP
|
|
Variations of Ingrain
20 PP
|
Heals user by 1/16 of max HP each turn
|
|
Variations of Leer
30 PP
|
Lowers adjacent opponents' defense by one stage
|
|
Variations of Lock-On
5 PP
|
Ensures user's next move will hit
|
|
Variations of Lovely Kiss
*Will-O-Wisp formerly had 75% accuracy, but was changed to 85% in Generation VI and is therefore no longer included.
Variations of Magnetic Flux
20 PP
|
Raises the stats of allied Pokémon with Plus or Minus
|
|
Variations of Mean Look
5 or 10 PP, 100% Accuracy
|
Prevents target form escaping or switching out
|
|
Variations of Mirror Move
20 PP
|
Uses the last move used by the target
|
|
Variations of Moonlight
5 or 10 PP
|
Heals variant amount of HP, depending on some condition
|
|
Variations of Mud Sport
15 PP
|
Halves damage taken from a certain type
|
|
Variations of Poison Powder
*Glare formerly had 75% accuracy, but was changed to 90% in Generation V and is therefore no longer included.
Variations of Quick Guard
10 or 15 PP
|
+3 priority, protects user's side of field
|
|
Variations of Rain Dance
5 or 10 PP
|
Changes in-battle weather for 5 turns
|
|
Variations of Recover
10 PP
|
Heals user by half max HP
|
|
Variations of Roar
20 PP, 100% Accuracy
|
-6 priority, forces target to switch
|
|
Variations of Safeguard
25 or 30 PP
|
Protects the user's party for 5 turns
|
|
Variations of Screech
40 PP, 85% Accuracy
|
Sound-based moves that lower the target's stat by two stages
|
|
*Cotton Spore formerly had 85% accuracy, but was changed to 100% in Generation V and is therefore no longer included.
Variations of Sing
Variations of Skill Swap
10 PP
|
Switches the user's condition with the target
|
|
Variations of Spikes
20 PP
|
Lays down entry hazards
|
Move
|
Type
|
Cat.
|
Gen
|
PP
|
[[{{{effects}}}|{{{effects}}}]]
|
[[{{{signature}}}|{{{signature}}}]]
|
Effect
|
Spikes
|
Ground
|
Status
|
II
|
{{{PP}}}
|
{{{effects}}}
|
{{{signature}}}
|
Inflicts damages when opponent switches in
|
Stealth Rock
|
Rock
|
Status
|
IV
|
{{{PP}}}
|
{{{effects}}}
|
{{{signature}}}
|
Inflicts damage depending on type when opponent switches in
|
Toxic Spikes
|
Poison
|
Status
|
IV
|
{{{PP}}}
|
{{{effects}}}
|
{{{signature}}}
|
Inflicts poison when opponent switches in
|
Sticky Web
|
Bug
|
Status
|
VI
|
{{{PP}}}
|
{{{effects}}}
|
{{{signature}}}
|
Decreases Speed by 1 stage when opponent switches in
|
|
Variations of Splash
Variations of Trick
10 PP, 100% Accuracy
|
Switches items with target
|
|
Variations of Trick Room
5 or 10 PP
|
Causes a special effect for all Pokémon on the field for 5 turns
|
|
Variations of Worry Seed
10 or 15 PP, 100% Accuracy
|
Changes the target's Ability
|
|
List of Shadow move variations
Variations of Shadow Bolt
Infinite PP, 75 Power, 100% Accuracy
|
10% chance of inflicting a non-volatile status condition
|
|
See also
|